Does anyone know exactly how it enhances Aquaveil? Since I've gotten it, I've never seen aquaveil wear off from being hit, but making aquaveil guaranteed to stay up the full duration seems too good to be true.

Since I've gotten it, I've never seen aquaveil wear off from being hit,

My understanding is that it'll only wear off when you take a hit that would have interrupted you, in much the same way that Perfect Counter will only kick in and wear off when you take a hit that you wouldn't have countered. If you're not casting while being hit, Aquaveil has nothing to protect against.

My understanding is that it'll only wear off when you take a hit that would have interrupted you, in much the same way that Perfect Counter will only kick in and wear off when you take a hit that you wouldn't have countered. If you're not casting while being hit, Aquaveil has nothing to protect against.

I know this, I'm talking about when I tank NMs by spamming nukes, or when I do ga burns while being wailed on. It just never wears anymore.

My understanding is that you think stoneskin is worthless Fynlar (as you stated in main yesterday), so it's either totally hilarious or very scary that you're worried about your aquaveil.

For the things I -ga farm, yes. Stoneskin is meaningless when PDT+Phalanx (and if they're not MNK mobs, Mana Wall) nulls all the damage you take anyway.

I don't know why you interpreted that to mean that I think Stoneskin is useless in all situations. Stoneskin is overall less useful in Abyssea; there is no way around that. All our max HPs in Abyssea are nearly doubled (assuming you bothered to get all your merit abyssites, anyway), whereas Stoneskin is still (mostly, barring a couple of pieces of extra gear, anyway) at the same potency cap and hasn't risen to catch up along with our heightened HP. Going by pure ratios, Stoneskin just isn't as useful in Abyssea as it is outside of it.

Because taking extra time to give myself buffs that I don't need is totally smart, right?

Are you for real?

You keep telling yourself that you dont need it then! I can only imagine how slow you must be killing things. I really dont care if you want to be a sub-standard BLM by the way. But I have a feeling that the people in your shell and those you play with might appreciate it slightly.

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Don't want to get sucked in here, but can you explain this point? I don't play BLM much, but I was on it last night farming Nightshade, and noticed Mana Wall failing on the Mandragoras around there. I was probably doing something stupid (/WHM for one thing so no Phalanx, but I was duo'ing with a MNK and needed Cure IV and Erase), but if there's something specific about MNK-mobs that makes Mana Wall fail I want to know why.

Don't want to get sucked in here, but can you explain this point? I don't play BLM much, but I was on it last night farming Nightshade, and noticed Mana Wall failing on the Mandragoras around there. I was probably doing something stupid (/WHM for one thing so no Phalanx, but I was duo'ing with a MNK and needed Cure IV and Erase), but if there's something specific about MNK-mobs that makes Mana Wall fail I want to know why.

Thanks.

MNK type mobs tend to attack more often for less damage per hit, while non MNK mobs tend to attack less often for more damage per hit. Since Phalanx/Phalanx 2 takes X amount of damage off per hit, it's more effective against MNK type mobs. Fynlar was simply saying that if Phalanx and -PDT gear wasn't sufficient (which is more likely to be the case against non MNK type mobs than against MNK type mobs), then add Mana Wall.

It's no that Mana Wall is more of less effective against certain mobs. It's that Phalanx is more of less effective against certain mobs.

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I just think fynlar suffers from forum exaggeration most of the time. If you're really tanking ~30 mobs at once, even MNKs, they'll get enough chip damage in to kill you in a relatively short amount of time. I go around with -50% damage taken and keep manawall up almost full time when ga burning solo, thanks to boxes, and use phalanx with a taco + protect. Somehow the large gang of mobs can drain my mp faster than my 16-17mp a tick can refresh it.

I usually keep Manawall, pro, taco, phalanx, Aquaveil, and SS up when solo. If I got a WHM there with me, usually when I pull while waiting on/between NMs, I just pop on Aqauveil and go to town since the WHM just cure spams if I need it against the more dangerous mobs.

We're going around in circles here. It doesn't take much smarts to figure out why you should have stoneskin up, and if you claim to not need it, something is horribly wrong. End of story.

Likewise, it doesn't take much smarts to figure out that Stoneskin is a worthless buff and a timewaster if you're not taking any damage anyway :/

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Don't want to get sucked in here, but can you explain this point? I don't play BLM much, but I was on it last night farming Nightshade, and noticed Mana Wall failing on the Mandragoras around there. I was probably doing something stupid (/WHM for one thing so no Phalanx, but I was duo'ing with a MNK and needed Cure IV and Erase), but if there's something specific about MNK-mobs that makes Mana Wall fail I want to know why.

Thanks.

Well, were you training the mobs and -ga farming? If so, then the bolded above would be your primary problem. Phalanx and PDT set is a must to make those mobs harmless, and Phalanx is doubly effective on MNK mobs due to the way they attack.

Another potential problem would be if someone was making the mobs spawn T/VT/IT. Even with Phalanx and full PDT on, even MNK mobs can still tear you apart if you train (and get hit by) too many. They need to be respawned back down to EP-DC level in order to train them with absolutely zero hassle.

If you weren't -ga farming, then I'm not sure what would make Mana Wall "fail", other than running out of MP, but that can happen on any mob. More information is required.

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I just think fynlar suffers from forum exaggeration most of the time. If you're really tanking ~30 mobs at once, even MNKs, they'll get enough chip damage in to kill you in a relatively short amount of time.

Not if they're spawned at their minimal level, like they should be if you're -ga farming. If they are, I can literally stand around and endlessly tank every mandy in the Attohwa camp, for instance, without ever dying, as long as I do not let Phalanx drop. MNK mobs at minimal level literally hit me for 0 damage unless they crit, and even if they do it's usually still single digit damage. My PDT set isn't even perfect yet (I only have capped PDT during night)

Ah that makes sense. I wasn't actually -ga farming, technically, just trying to farm another pop for a seal NM. That's why I wasn't on /RDM. I am not proficient in -ga farming at all, I've never really done it, and don't have a PDT set to speak of. The only buffs I had up were Blink/Stoneskin/Aquaviel/ManaWall, so I got taken down pretty quick (I think it was 4 MNK mobs, around EM).

But these are good tips. Eventually after my duo buddy and I are done farming seals, we'll probably start working on stuff like Dark Rings, so I can try -ga farming legitimately. As far as a PDT set, at start it will probably just consist of Terra's Staff, Jelly Ring, and Twilight Torque (don't have this yet but easy enough to get). Guess I can pick up a Cheviot Cape.

I'm not sure if Konschtat has any MNK mobs... I'm sure you could still -ga farm there though (it IS a Visions zone, so minimal mobs levels would be EP to 90), but when you try it out for the first time you might want to try a MNK mob to practice it with until you get more comfortable with it.

A good practice target is the taurs in Vunkerl around #04.

1) They're MNK mobs 2) Pretty much nobody except other -ga farmers ever go after these mobs, so they will usually be at their minimal level already 3) They aggro and link, making them easy to train 4) They do not deaggro unless you zone/flux them out, making them easy to keep on your train

Staff/cape/torque/Jelly won't make you invincible on these mobs, but it should still be feasible with that setup.

I've never -ga farmed either, and I'm interested in the whole idea. what are we looking at for a decent gear set? and what do you basically do? just run through the -ga3s? I understand why mnk mobs are preferrable, and also the first 3 abyssea zones. but how many mobs can you easily handle? should I be casting ice spikes as well? 2hour? Usually solo or duo? I wouldn't mind seeing a video, if anyone knows of a good one.

Ice dmg+ magian staff, thunder dmg+ too if you feel like it, and ideal atmas (Beyond, Minikin, Ultimate) are the most important things you can get in the damage department. Anything else you can get is just icing, really.

Most important thing is to stack as much PDT as you can (up to the cap, which I'm assuming is "51%"). Earth Staff is a no-brainer, Jelly Ring as well unless you've already managed to farm yourself some superior Dark Rings in Konschtat[A]. Cheviot/Umbra Cape is great, Goliard legs or A Shantotto Ascension legs, Twilight Torque.

Bear in mind though that whenever you are not nuking, you will want your PDT gear on. This *especially* includes when you are casting Sleepga. You don't even want to take off your Earth Staff for it.

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just run through the -ga3s?

You'll want to Sleepga the mobs. Even if they are MNK types and your PDT set is good enough to take 0 damage from them, you don't want to be taking hits while you're casting your nuke or else you won't be able to (safely) swap out your staff for the nuke.

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should I be casting ice spikes as well?

No, mobs have a habit of hitting you right as they're being slept, and waking themselves up with the spike damage (you'd think this kind of thing shouldn't be able to happen, but it can)

You'll also want to keep any Igqira/Genie gear off, because you don't really want some mobs getting cursed and falling behind the rest of the train.

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2hour?

If Mana Wall is down and you need to get an uninterrupted spell off right NOW, yes. Manafont is more for the uninterrupted casts than the MP in this situation.

If you have maxed pearl+azure AND there currently aren't a bunch of people in your Abyssea zone leaving chests on the ground and ******** up chest drops, you will usually get at least one restore chest with each batch of mobs you kill, so you can be a bit more liberal in your JA usage.

I also saw someone mention not fighting stronger mobs, sticking with EPs. assuming you are the only one fighting the mobs, is having them becoming stronger avoidable? i know this is why the older zones are reccomended, but im just curious

I also saw someone mention not fighting stronger mobs, sticking with EPs. assuming you are the only one fighting the mobs, is having them becoming stronger avoidable? i know this is why the older zones are reccomended, but im just curious

If an Abyssea mob is defeated without being claimed (as a result of AoE, generally), it will be respawned without taking into account the party size/levels of whatever killed it. As a result, most of the mobs will continue to spawn at their "default" low levels, as long as you don't have other people ******** around with your mobs.